A quest for the Unholy Grail-the goblet from which Judas drank at the Last Supper-takes private eye John Taylor deep into the secret, magical heart of London...called the Nightside.
It has been many years since the long night of the Blue Moon. King Harald is dead, and chaos reigns in the Forest Kingdom. The long-lost heroes of Blue Moon Rising must return in order to save the nation of their birth--and it may already be too late.A stunning revelation about the true identities of two Haven cops (whom readers will recognize from Green's popular Hawk & Fisher series) awaits. At long last, revisit the world of the Blue Moon. A continuation of several of New York Times-bestselling author Simon R. Green's most beloved series, Beyond the Blue Moon was chosen as one of the year's best books by Science Fiction Chronicle.
The Great Jordan has played the finest stages in the Forest Kingdom, performing for kings and queens, earning thunderous applause, and lining his pockets at the same time. But that was a lifetime ago. At twenty-seven, Jordan is washed up, eking out a living in backwater towns whose citizens prefer tawdry magic to true theatrical talent. Jordan's purse is nearly empty when three men approach him in an alley and offer him the role of a lifetime, which will either make his career--or end his life.They offer ten thousand ducats if the actor will impersonate the son of the late King Malcolm, whose untimely death has caused some to whisper of poisoning. Swayed by their proposal, Jordan accompanies them to Castle Midnight, where a bit of magic makes him look like royalty. But playing a prince is risky business, and Jordan will quickly find that this is a part for which there can be no encore.
Rupert didn't especially want to be a prince. And he certainly never asked to be the second son of a royal line that really didn't need a spare. So he was sent out to slay a dragon and prove himself-a quest straight out of legend. But he also discovered the kinds of things legends tend to leave out, as well as the usual demons, goblins, the dreaded Night Witch-and even worse terrors hidden in the shadows of Darkwood. Rupert did find a fiery dragon-and a beautiful princess to rescue. But the dragon turned out to be a better friend than anyone back at the castle, and with the evil of Darkwood spreading, Rupert was going to need all the friends he could get. .
In the secret heart of London, under the cover of endless darkness, is the Nightside. But enter at your own risk. The party animals who live here may be as inhuman as their appetites... My name is John Taylor. The Nightside is my home, and I've got a brand new full-time job there (in addition to my private eye work) as Walker--the Voice of the Authorities. I'm also marrying the love of my life, Suzie Shooter, the Nightside's most fearsome bounty-hunter. But nothing comes easy here. Not life. Not death. And for certain, not happily-ever-after. Before I can say "I do," I have one more case to solve as a private eye--and my first assignment as Walker. Both jobs would be a lot easier to accomplish if I weren't on the run, from friends and enemies alike. And if my bride-to-be weren't out to collect the bounty on my head...
For "enjoyable, fast-paced, and fun entertainment" (SF Revu), New York Times bestselling author Simon R. Green employs his license to thrill in the Secret Histories Novels featuring the first name in supernatural spy-craft... My name is Drood, Eddie Drood, aka Shaman Bond. For generations my family has protected you ordinary mortals against things that lurk in the darkness, just out of sight, but not at all out of mind. Unfortunately, I've had a falling out with my near and dear (some of whom were trying to kill me), so my true love-and powerful witch-Molly Metcalf and I are now in the employ of The Department of the Uncanny. We've been given an Extremely Important Assignment: attend Casino Infernale, an annual event held by the Shadow Bank, financiers of all global supernatural crime. Our mission: rig the game and bring down the Shadow Bank. But at Casino Infernale, the stakes are high indeed-winner takes all and losers give up their souls... .
Eddie Drood's clan has been watching mankind's back for ages. And now he's in charge of the whole kit and caboodle. But it's not going to be an easy gig. During World War II, the Droods made a pact with some nasty buggers from another dimension known as the Loathly Ones, which they needed to fight the Nazis. But once the war was over, the Loathly Ones decided that they liked this world too much to leave. Now it's up to Eddie to make things very uncomfortable for them, or watch everything humanity holds dear go up in smoke
More than two centuries ago, angry and grief-stricken after losing Owen Deathstalker, Hazel d'Ark entered the Madness Maze--which fed off her raw emotions and transformed her into The Terror, a force capable of devouring galaxies. To stop her, the recently resurrected Owen must use the powers he gained during his own stay in the Madness Maze--and go back in time to prevent Hazel's transformation. Now, without Owen to guide him, Lewis Deathstalker has no choice but to assume command of an Imperial fleet loyal to the Deathstalker legacy and lead it to victory over Finn Durandal, the despot who seized the throne. Lewis knows that he has been branded a traitor by the Empire. But when he learns that Finn has executed his entire family, his mission to overthrow his former friend's tyranny is secondary to his desire for revenge...
Owen Deathstalker, last of his line, is a quiet man, a historian, remote from the stench of corruption and intrigue surrounding the Iron Throne at the heat of the galaxy-spanning, tyrannical Empire. And then, inexplicably, Deathstalker is outlawed, forced to flee from one end of the Empire to the other. And as he does so, he discovers that resistance is growing, everywhere, to the Iron Bitch on the Iron Throne.
Hazel d'Ark, ex-clonelegger and ex-pirate, is an official hero of the great rebellion - but she's also been kidnapped; now it's up to the legenday Owen Deathstalker to venture into the Obeah Systems to find and rescue his companion in arms. But there's more behind the kidnapping, for the Blood Runners, Hazel's evil captors, have been influencing present day affairs in the Empire far more than anyone realized - and they have stolen a part of the Madness Maze to use as a power source. Then just as all loose ends are being tied up, as everyone is bidding air to live happily ever after, the Recreated turn up to threaten the existence of all humanity . . . and Owen Deathstalker must play the hero one more time . . .
The fourth and final part of the life and times of Owen Deathstalker. After the rebellion is over, the real trouble begins, as the various political factions fight each other over what system will replace the Empire. Gradually Owen, Hazel, Jack Random and Ruby are being pushed apart.
It has been two hundred years since Owen Deathstalker fell, dying to save the Empire and all Humanity. Now it is a Golden Age for all: for men, for aliens and for the AIs of Shub. But one evil man has determined to bring it all crashing down, and now the Terror has finally arrived, threatening them all with extinction. The old heroes have become legends, and the cry goes out for new heroes. It's time for the latest Deathstalker, Lewis, to do his bit. Unfortunately, he and his companions, a diva, a conman, a homicidal psychopath and a reptiloid, have been outlawed and declared traitors. Deathstalker luck. Always bad. Unless Lewis Deathstalker can defy the odds to get to the Madness Maze and tread the same dangerous path to glory that his ancestor did, the Golden Age is about to be wiped out for ever. Together with Humanity . . .
At the heart of the galaxy-spanning tyrannical Empire lies Golgotha, the planet of the Iron Throne. Once it was impregnable. Now ...the Iron Bitch may have made a fatal mistake. In outlawing Owen Deathstalker, she has awakened a lust for revenge in a quite man - and unwittingly created a focus for a galaxy full of hatred for her loathsome rule. At last the espers and clones, the AIs and the freak, the innocent and the damned have someone to lead them in rebellion ...
Lewis Deathstalker is on the run with an evil Empire snapping at his heels. He and his companions, diva Jesamine Flowers, conman Brett Random, psychopath Rose Constantine and a reptiloid called Saturday, travel from world to world, searching for help and answers to the mysteries of the past. On the planet Unseeli, they talk with what remains of the traitor Carrion, and the ghost of a man called Silence. On Lachrymae Christi an old legend called Tobias Moon tells them the truth behind the legends. On Shandrakor, they explore the ruins of the old Deathstalker Standing, and fight with more than one kind of monster. And on Haden, finally, they come to the Madness Maze, which will lead Lewis to his most important task . . . The return of Owen Deathstalker. The sequel to Deathstalker Legacy is a breathtaking, wild ride through a universe peopled with unforgettably evil characters and ever-hopeful heroes, all told with Simon Green's trademark tongue-in-cheek humour.
Owen Deathstalker, outlawed by the Iron Bitch, the Empress Lionstone, is fomenting rebellion - and now it's all-out war: Deathstalker War
Ten years after the Demon War, the wounds of the Forest Kingdom are finally beginning to heal. Deep in the Darkwood, on the border between two long-feuding territories, a fort has been erected to keep the peace. But a month ago, the soldiers inside stopped speaking to the outside world. Have they come under attack, or is something more sinister at work?Led by the adventure-hungry warrior Duncan MacNeil, a party of Rangers is sent to investigate. With a witch, a swordsman, and a powerful eight-fingered woman at his side, MacNeil steps into the deserted fort--and discovers a massacre. The gory scene suggests that the soldiers turned on one other, but the witch has an alternate theory. Beneath this newly built fort, she senses an ancient evil, a power older than the Kingdom itself, about to trap them in the dark.
"When Toby Dexter falls for the woman on the train, the woman with the most perfect mouth in the world, he little realises that she isn't quite human: she lives in the magical world that exists alongside our own. And when he follows her to ask her out, he accidently slips from his own world, Veritie, into hers. "
I'm Eddie Drood. AKA Shaman Bond, a member of the Drood family. We Droods have been holding back the forces of darkness for generations. It's a hell of a job--and we're good at it... But now, the Droods have hit a bad patch, what with the death of our Matriarch and the discovery that she was killed by one of our own. It's left us in more than a bit of disarray, and it goes without saying that those forces of darkness are taking advantage of the situation. There's a Satanic Conspiracy brewing--one that could throw humanity directly into the clutches of the Biggest of the Big Bads, forever. Things are looking grim--and here I am, not able to be of any help. On account of I'm dead... .
The Matriarch of the Droods has been murdered and the general consensus is that the killer was either Eddie Drood or his best girl, Molly. And Eddie knows for a fact he didn't do it...
The Carnacki Institute exists to "Do Something" about Ghosts-and agents JC Chance, Melody Chambers, and Happy Jack Palmer will either lay them to rest, send them packing, or kick their nasty ectoplasmic arses with extreme prejudice.
Meet the Carnacki Institute's operatives--JC Chance: the team leader, brave, charming, and almost unbearably arrogant; Melody Chambers: the science geek who keeps the antisupernatural equipment running; and Happy Jack Palmer: the terminally gloomy telepath. Their mission: Do Something About Ghosts. Lay them to rest, send them packing, or just kick their nasty ectoplasmic arses... The Ghost Finders are investigating a haunting at the long-abandoned Haybarn Theater, which is being renovated. But work has been thrown off-schedule by the some peculiar and unnatural activities. And after the potentially world-altering recent events of their previous assignment, the team thinks that a haunted theater (aren't they all?) will be a walk in the park. Until they encounter the Phantom of the Haybarn--an ancient evil whose ability to alter reality itself will test the skills, science, and blind luck of the Ghost Finders to the limit.
The Ghost Finders answer a distress call from the private research center of one of the biggest drug companies in the world, where a team of police enforcement agents have vanished. They have no idea what they're facing-except a deadline that threatens to remove the entire building from existence if they fail to get to the bottom of the mystery.
No life can survive on Unseeli--at least, not anymore. This little planet on the edge of the Empire has no oceans, rivers, or lakes--only an endless forest of metal trees, tall enough to scrape the stratosphere. Ten years ago, the indigenous people stormed out of the forest in rebellion, and Captain John Silence was there for the massacre that left Unseeli's natives extinct and the planet completely lifeless save for the engineers who mine its invaluable metals. When the mining operation goes off the rails, Silence will be called back to the world that still haunts his nightmares.The miners have erected a force shield around the planet and cut off all communication with the Empire. Backed up by a few professional killers, Silence lands at the mine in hopes of discovering what's gone wrong. Getting into Unseeli will be tough--but getting out could prove impossible.
John Taylor, the PI with a knack for finding things, gets a visit from Walker-the powerful, never-to-be-trusted agent who runs the Nightside on behalf of The Authorities. He tells John he's dying, and wants to offer him an important job: His....
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